Medicham (Revamp)

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-kal-

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[OVERVIEW]

  • Has great ability in Pure Power, which makes Medicham's average attack stat turn monstrous
  • Great movepool
  • Can abuse STAB High Jump Kick which can 2HKO or OHKO a majority of the meta due to its monstrous attack
  • Can easily break defensive mons bar bulky ghost and psychic types such as Mega Sableye and slowbro
  • faces competition with Mega gallade
  • uses up a mega slot
  • Average base 80 speed before it megas and decent base 100 speed when it megas but it leaves it to be outsped by threats such as Mega Metagross, Mega Diancie, Mega Lopunny, Thundurus and Tornadus-T
  • Very frail
  • 4MSS



[SET]
name: All-Out Attacker
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Fake Out
move 4: Ice Punch / Bullet Punch / Thunder Punch
item: Medichamite
ability: Pure Power
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Describe what the moves on the set do.

Set Details
========

Describe the other aspects of the set such as what the EVs do and nature/item.

Usage Tips
========

Describe how to use the Pokemon in question.

Team Options
========

Describe some teammates that would be a good idea to pair with this Pokemon.

[STRATEGY COMMENTS]
Other Options
=============
  • Fire Punch
  • Poison Jab
  • Bulk Up

Checks and Counters
===================

**Mega Sableye**:

**Bulky Psychic-Types**:

**Priority Users**:

**Faster Pokemon**:

**Residual Damage**:
 
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4MSS isn't really a good thing to point out when it's all about your team. 4MSS is team dependent, which makes it almost a shitty excuse for a 'mons viability, and a bad thing to point out when you can see it in the moves the 'mon has.
 
SubPass is OO at best. There should only be one set and it should look like this imo:

[SET]
name: All-Out Attacker
move 1: High Jump Kick
move 2: Zen Headbutt
move 3: Baton Pass / Fake Out
move 4: Ice Punch / Bullet Punch / Thunder Punch
item: Medichamite
ability: Pure Power
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

Thunder Punch is the best means of damaging Slowbro/king as well as nailing a heavy hit on normal Gyarados. Mention in moves that Fake Out should be run with Thunder Punch while Baton Pass should be run with either Bullet Punch or Ice Punch. Baton Pass is more for the momentum which is something it has to set apart from Gallade and using it with Substitute seems like a waste of coverage and not to mention Sub really wears down Medi's life. I would only mention sub in moves tbh. Jolly is the best option as well these days as speed tying with the likes of Zard Y/X and Manaphy. Adamant should more emphasized if running priority tho. I'm not QC, but I'd advise to at least make just one set.

Also in the overview just say it has mediocre bulk. It's not that frail. Idk if takes up a mega slot should be mentioned as con either, but QC can decide on that. I would mention that its coverage is very weak as con in the overview.
 
Don't slash High Jump Kick with Drain Punch, Drain Punch is so goddamn weak compared to High Jump Kick, especially when Mega Medicham is a wallbreaker. Remove Choice Scarf Medicham, Foresight from OO. I'm not too sure on Bullet Punch as well, since it really only hits Mega Diancie for good damage...
 
thunderpunch deserves to be out of oo imo. something reliably hitting slowbro for damage is atleast worthy of mentioning in moves
also, do they really need to be two different sets? substitute passer/attacker is done better by mega lop tbh.
bullet should probably get some mention, i guess.

lol ik this is wip still but js
 
i have used medicham quite a bit and i can say that rock tomb is a viable option. it allows it to lure in stuff that are faster than it like lando-t, latis gengar and other stuff so it doesn't get revenge killed. i feel as it is worthy of a slash, but oo seems fine for it.

set would be hjk/zen/ice/rocktomb
 
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Should be OO tbh, and even then I question its viability. It's not like Talonflame / Charizard Y / Volcarona / Gengar will be switching into Medicham anyway, and you're better off using other coverage or utility options such as Thunder Punch / Substitute.

EDIT: Just mention it faces competition from Gallade, it's not that outclassed tbh.
 
Is it really that outclassed by Mega Gallade? It really isn't tbh they pretty much share the same typing and the same terminology, a wallbreaker. Medicham has a lot more immediate power and better priority moves, Medicham can pretty much 2HKO the whole tier while Mega Gallade has to give a free turn to Swords Dance before having the same threat level.

E: Also pls don't mention speed it's a fucking wallbreaker.
 
To clarify why Foresight isn't OO material, it can't be used on Mega Sableye (the one thing you want it for) because it's reflected by Magic Bounce.

This is just me personally, but I wouldn't say that 100 is subpar for a Wallbreaker (it's actually pretty good). Sure it's not what it used to be due to Speed creep, but it's still fast enough that you aren't totally worthless against some offense builds like bulky offense and you beat/tie with a few other Wallbreakers.
 
I agree with TPunch deserving a slash, Slowbro is often used as the premier answer to Medicham so being able to 2HKO it is nice, and the ability to hit Skarmory without risking killing yourself is pretty neat too. It also OHKOs Bulky Starmie, guarantees massive damage on Gyarados whether it MEvos or not, and is guaranteed to OHKO bulky Talonflame.

What exactly does Foresight do? The only things it helps against are Doublade (which if you really want to hit just use Fire Punch, it's a really mediocre move on Medi but at least doesn't allow for counterplay on the Doublade's part) and regular Sableye who both can break your sub with Foul Play and WoWs you before you can land the HJK so staying in doesn't really seem worth it most of the time, since you'll end up with a burnt Medicham (and you don't want Medicham to be burnt against the kind of teams Regular Sableye is used on aka stall and balance). All in all Foresignt only helps against really, really uncommon Pokemon and doesn't even do that well. Doesn't even seem OO worthy to be.

Also Scarf Medicham sounds terrible too, idk if it should even be mentioned.
 
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Back with more nitpicks! 16 HP is NOT necessary. What it does it let's Mega Medicham survive Jolly Mega Pinsir's Quick Attack, but what's the whole point in that when Mega Pinsir outspeeds Mega Medicham anyway and OHKOes with Return? Agreeing with Hootie about the set, looks like you just copied sets from the old analysis tbh :/
 
Back with more nitpicks! 16 HP is NOT necessary. What it does it let's Mega Medicham survive Jolly Mega Pinsir's Quick Attack, but what's the whole point in that when Mega Pinsir outspeeds Mega Medicham anyway and OHKOes with Return? Agreeing with Hootie about the set, looks like you just copied sets from the old analysis tbh :/
It's just to not give Pinsir before mega a free return on your team without taking damage which could be detrimental and if it Quick Attacks you live and get a ZH/TPunch off. Even if Pinsir is not that common, idk if 12 evs more into atk is going to improve Medicham's damage output that much. Btw guys it's a WIP so there is no need to nitpick a lot, I know it's just to help but let this man finish his work lol
 
imo, remove poison jab form oo. cham can make way better use of the moveslot, and fairies are gonna be totally trashed by zen headbutt anyways
 
Also Scarf Medicham sounds terrible too, idk if it should even be mentioned.
Ok the fact I'm reading that this was even mentioned is an extremely good sign the writer is kind of lost of how to utilize Mega Medicham in the current metagame. Also the fact he's just going off of whatever someone else is saying and needs 10+ comments without a single QC input to get the set write isn't worth the time and effort for QC along with nothing written up. Locking and moving.
 
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